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MB666

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  • i have the same question if is not is gonna be a pain to baited out.

  • @Phasmamain said:

    I can understand that you want to change the meta but nerfing DS from 5 to 3 seconds is going to make it basically pointless

    Let’s say you are facing a nurse with 1 or 2 range add ons or a spirit with MD ring. What the hell is a 3 second stun going to do against that? Or even a blight or billy?

    I think most can agree that current DS is in a good spot except for during EGC which you agreed was a problem and rightfully nerfed but the stun duration was literally never and issue. I hope this change doesn’t go through since it will only encourage tunnelling even more in a update that wants to tone it down

    4 would be a fair number i must say 3 is a bit shorter but not problematic since the perk is intended to get you a second chance to reach a window or pallet , not to hold W to the other side of the map if you just hold forward against a M1 killer with no mobility powers.

    about nurse and blight yes , this change just makes tunneling blights and nurses a bit more stronger sadly.

  • @DragonMasterDarren said:

    Thank you BHVR, now i only have to wait 1 second when i'm in swinging distance instead of 2 to 3 seconds, god bless

    In all seriousness though, THANK YOU, this change to Dead Hard is perfect, it retains it's primary use while no longer being a obnoxious mistake eraser

    Keep the proposal as is going forward, please and thank you

    am worried about DH being used at the exact same time of vaulting a window or dropping a pallet , thats means that is a guaranted free escape because of the endurance effect? or not ....am confused , and the survivor will play an animation once DH is active? i have soo many questions....

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008413#Comment_3008413

    Ok so why is huntress fine at her current state? She has limitless range and the best exposed addon I the game. How is that fine? It's fine because 50% of huntress players are good and 50% are babies. and console players are discouraged and are bad at huntress when they play her. It's ether a baby huntress or a literal COD aimbot crazy godly huntress. This is the reason she hasn't been messed with since the iri head nerf, cause people go against baby huntresses ALOT, cause huntress is def played alot amongst killer and she's a hard killer to master (don't lie, she is hard to master),

    Huntress has simply not been messed with because the unpredictable of players skill with her.

    because huntress even when played like a god tier player you can still be outplayed by a good reaction time on the survivor POV, the only problem with huntress is the awful boomerang hitboxes that makes her feel kinda broken sometimes but once you get used to it and learn when crouch to avoid a hit she is just fine and also huntress needs to reload you know....and iri head reduced the amount of hatchets to only 1 dude you just either dodge or play safe predroping when you have to, thats how you counter iri head.

    while Nurse is just hold forward to survive because pallets are useless , you most of the time have to break LOS or guessing where shes gonna blink while getting chased. (EVERY GAME)

    (guessing mmm? why spirit got nerfed?)🤷‍♀️

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008426#Comment_3008426

    Personally Freddy for me along with Pig are the two worst Killers in the game with the weakest addons, idk why they don't get a buff. Freddy is so unfun with his snares but he's kinda alright with his pallets? The whole Dream gimmick isn't crazy useful and for Pig, the beartraps aren't very useful either.

    i know thats why am sad freddy didnt got nothing unique when he got nerfed , same for pig , the beartraps are just a wasting time mechanic with nothing else not even a minigame or something.

  • not me for sure i hate blights (constanly using Alch ring and the iri addon that breaks pallets) and nurses (bringing massive slowdown when they are already good with nurse) and just making matches awful to play against.


    ghostace is fun for me , pig the same , clown is just not "fun" but not "unfun" either is just OK , Legion nothing to say about i like the music and m1 killer playstyle , freddy is OK but Pallet freddy is more "fun" compared to the snares IMO.

  • @socalfusions said:

    Lost track of the amount of times I've been unable to drop a pallet or vault a window after a killers misses a M1 and ends up next to the window/pallet naturally and makes interaction with it impossible, the large majority of the time it's not even intentional and prevents timed pallet saves or any chance of continuing a loop because they just block the immediate area.

    PILLS

  • @toxik_survivor said:

    It's hit or miss with nurse, they're even super good vets or really bad. Let me go deeper into this.

    1. It's 50/50 if you go up against a nurse and they are good or bad. If they are bad that's an insta escape but if they are good then you would probably get booty clapped, especially if you're jane. But the fact that veteran players that don't play nurse much, try out nurse and are not good with her is a huge factor why she is fine. A good killer main can go from myers to Pyramid head and be good with both, but if someone transfered to nurse it would take alot of time to get good and people arnt that dedicated especially newer players.

    2. You don't really go against nurses even in high MMR. Don't say you go against a nurse every match cause you really don't. Console players don't play nurse (or atleast good at her), and PC pro nurse mains get tired of her too. Now Nintendo switch nurse mains are bangers. I give all my respect to them. I maybe go against a nurse 1/15 matches and I'm Fairley high on mmr (atleast I think).

    3. Nurse is a good fall back for killers, especially people that want to rank up to iri. You get destroyed by a bully squad? Go to nurse and beat some ass. But again this is rare because people don't know how to player her.

    1: 50/ 50 where either the killer can stomp you if they are decent or not if they are not good at nurse------> that doesnt mean the killer is balanced dude you are just saying that people needs to be bad at nurse to her to be balanced? NO


    2: "You don't really go against nurses even in high MMR" i go against 1 nurse every 5 games or 2 ...soo this is weird , but same argument you are telling that because console players cant use the max amount of value from this killer makes Nurse balanced? NO


    3. You get destroyed by a bully squad? Go to nurse and beat some ass.-------->TRUE BUT you know not everyone is a bully squad in the first place😐️

    *Nurse makes bully squad balanced in a bad way (BS POWER vs BS PERKS / GEN SPEEDS ETC) really disgusting matches.

    *Nurse however makes solo Q insanely miserable because of the lack of comunication and overal not good teammates and because her power basically ignores looping you just destroy survivor quite easily.

    NOTE: stop saying the "be unpredictable" argument thats just not work against a decent nurse and saying that Nurse is fine just because people dont know how to play her is not a argument.

  • @Adamant_Tepig said:

    Curious where this thread will end up. For me personally, Blood Echo is one of my favorites to run, specifically on Legion.

    Legion, a killer who can get first hits easier than most others, can force survivors to heal against them if they want to keep their Dead Hards or whatever Exhaustion perks they're running, and typically, the counterplay to Legion is to stay injured. Because of this Catch 22 that Blood Echo provides Legion, I run Blood Echo as my main form of slowdown in an unorthodox way as opposed to Pop or Ruin or whatever gen defense.

    mmm autodidact

  • @Iron_Cutlass said:

    (In-depth) Look At The Dredge...

    The Dredge's abilities allows them to teleport to lockers or to the Remnant it leaves behind while charging its ability, both of which create new ways of playing and counterplay to the abilities.

    ~Teleporting to a locker creates an audio cue, giving survivors time for them to leave. Locked lockers hinder their escape from the locker and creates an even louder audio cue for the Dredge trying to escape, and provides plenty of time for survivors to create distance. If there is a set of lockers, the Dredge will always teleport to the locked locker, there is no need to lock both lockers since the Dredge can manually remove locks by hitting them. Locks provide a new resources for survivors to manage and a new way of play, survivors can hinder his ability in chase, or use locks to reduce pressure on generators. Teleporting to lockers does have a cooldown and runs off of limited charges, so the killer needs to play strategically to get value against survivors.

    ~The Dredge's Remnant while looping has three counters depending on the situation; you can touch the Remnant to remove it entirely (has effects with Nightfall that will be mentioned later), you can run away from the loop and make distance since the Dredge is slowed down when charging its teleport, and you also have the alternative of mind-gaming the Dredge into its Remnant (this works well with short loops that you might not have enough distance to make it to another loop).

    The Dredge passively charges Nightfall when teleporting, injuring survivors, and hooking survivors. Nightfall causes survivors to navigate in darkness and The Dredge loses his Terror Radius while Nightfall is active. Teleporting to lockers during Nightfall is considerably quicker to do. Survivors glow a bright white and the Dredge glows gray from a certain distance.

    ~Nightfall gives a warning that it's about to activate, giving the killer time to prepare for Nightfall, and giving survivors time to look and address their surrounding to prepare for the Dredge's advances. Nightfall creates new ways of play for the Dredge... do you use the lack of Terror Radius to your advantage, or do you use the teleport to create lots of pressure? The choice is yours. As for the survivor end of things, the survivors can memorize tilesets and loops to use later on, planning out ahead to make Nightfall easier to deal with. If the Dredge is charging its teleport, the Remnant it leaves behind can be touched by a survivor to reduce the duration of Nightfall, which creates a risk/reward for either side during Nightfall. Survivors can risk touching the Remnant to reduce Nightfall duration, but at the cost of the potential of being hit, and vice versa for the killer. It creates an interesting dynamic between the survivor(s) and killer.

    What Does All Of This Add Up To...

    This is where I believe the Dredge becomes fun, there are so many possible playstyles for either side, and interactions, that it creates diverse gameplay between matches, just be warry of those lockers... you might hear or see some stuff you wont like...

    Anyways, would love to hear some thoughts on the new killer, do yall like the design of the new killer (in both gameplay and visual design)? Any unique or fun experiences with the Dredge?

    I tried my best to have fun against him and i have to say that Nightfall is perfectly fine and interesting same with his locker map pressure , but his Remnan anti-loop is what makes dredge once againt another Hold W killer if the killer knows how to play.

    works the same as Artist or Hag but better and more fun for sure,but wait until people start realizing how strong is holding the Remman untill the last second and them you will se a lot of people just pre-droping pallets and holding forward every game.

  • @Babalonkie said:

    I have only played against the Dredge once on the Japanese map and Darkness restricts visibility to 3 feet in none illuminated areas (everywhere). This causes myself to just run into objects and is just not fun, This is classed as "true blindness" for the repeated long durations of the Darkness ability.

    Since i have only played against the Dredge once (and will be the last until addressed), i will assume that darker maps will be even more impacted and lighter maps less impacted. Meaning the ability has no consistency and can completely remove a players primary sense in a video game... making the game impossible to play.

    not on pc for sure , because video filters exist , but am worried about console players not being able to see almost nothing on darker maps because BHVR still doesnt add a proper bright slider into the game.

  • @Triforcer said:

    I only play Bubba and Wraith, and on average 3 out of every 4 bring dead hard (and probably 75% of games have a COH too). Occasionally there is a 2 DH game, or 4 DH, but anything out of that range is rare.

    Today, as Wraith, I had the most wonderful experience. I managed to catch someone out in the open and hit them immediately. They ran to a pallet, and misplayed it. My thought was "Wow! They have to waste DH really early in the chase". So I lunged at them, and...hit him?? Wow. Someone was down, and only one gen was done. What luck to get the one non-DHer as the first chase!

    Since only one gen was done, I thought it was worth it to actually find a second person. I did, and...no DH again??? I hooked and tried to find a third victim.

    That's how the entire game went. I ended up with a 10 hook, 2K game (misplayed the ending and let the third guy escape). But afterward, I was...happy? With a 2K? Yep. I had fun in chases, and occasionally even ran into survivors that were injured more than 10 seconds after I last saw them! Everyone said "gg" in end chat, and meant it. I even apologized for running Corrupt/PR/DMS/NOED (genuinely felt bad about it).

    My normal Wraith game is 3 health states on the first chase, which means 3 gens pop. Then I tunnel that guy to ensure I will get one pathetic kill (since everyone else has 3 health states too). If lucky, my NOED is still up and maybe I get a second. I (and the survivors) end the game angry, and stressed, and taunting each other about our respective BS perks.

    This rare experience was how MOST of my games went before the "improved" DH and COH. Until I got a game completely free of those perks, I had forgotten how fun DBD can be. The greatest puzzlement I have about this game is how the devs can't see that two perks and two perks alone - DH and COH - have driven down player numbers and materially degraded everyone's (even survivors') experience.

    the good old days. (no worries about kicking a extra objective and no fear to fail an attack if you are close enough to the survivor)😪

  • @alpaca_boyyy said:

    I personally think Nurse would be MUCH more balanced if her blink attacks weren’t M1s, similar to blight with his Rushes. Literally every nurse runs exposed builds and it’s getting so tiring. So if Nurses Blinks weren’t basic attacks and survivors don’t get instadowned. This way it keeps her strong by not touching anything else at all, thoughts?

    making the purple 4.6 movement speed addon after hitting someone basekit.

  • @Huntressmain_1223 said:

    Just a question for survivors why at the end if a game if you escape do you feel the need to progress the game longer just to tea bag In the killers face ??

    What do you get out of it?

    never gets old huh....probably the only time i tea bag ...is when the killer was playing like a scumbag since 5 gens and with baby survivors on my team.🤐

  • @CarbonaraCharlie said:

    Hi everyone, I’m a killer main who play’s survivor on occasion to unlock new stories from the archives.

    It seems that 30 percent of the time I play survivor, I find killers who camp hooked survivors which just ruins the fun for anyone who plays survivor. This really needs to be addressed in a way that actually motivates killers to stop doing it.

    There should be a new status effect where killers can only inflict deep wound status to injured survivors if they have stood within a certain radius of a survivor for 20 seconds or so. This effect would be paused when killers are damaging generators and completely stopped when there are other survivors within the hook radius unless the killer is already affected by the status effect. The effect progress would not be visible to the killer but the effect itself would be visible when it is activated.

    Doing something like this would stop killers from camping and decrease the chance of a survivor dying on their first hook and getting frustrated. This would need to be balanced with some other survivor reworks (cough… dead hard), but could potentially make the game more fun for survivors and killers alike.

    yes for sure BUT...... you have to either fix bad map design or fix gen speeds first to start punishing hook camping cause high MMR without camping is almost imposible to win. (I hate this playstyle but there no other way to win against people that know how to connect tiles on maps and making chases taking a looooong time)


    you know getting 5 safe tiles and not being able to down a single survivor plus gens getting done in about 30 seconds at the start of the match isnt fair too. (if you dont do something with gens or map design first ...them many killer will probably leave if you punish camping with how BS are the maps sometimes currently)

  • meanwhile i keep getting Nemesis camping , blights playing with their poweful addons 24/7 , Nurses ending games in 5 minutes and camping bubbas.

    gosh i rather prefer go against a legion.

    btw not everyone need to be a "survivor main" to share their opinion you know.

  • @spilledthemayo said:

    been saving up my shards just so i can purchase the dredge as soon as he releases since he looks like such a unique killer and overall looks fun to play. I play on playstation but for the people who have tried them out on the ptb how does he play? is he a fun killer to run with?

    only for the anti-boon perk other than that dredge is fun but not my style.

  • @StarLost said:

    It's...weird to me. He's not a strong killer (Huntress and Slinger are way scarier).

    About all I can think of is that Tricksters are often insanely toxic - but that's way more true of Bubbas and Doctors.

    Is there something I'm missing?

    as a killer main is not skillful at all getting a down on somebody by a killer that is just spaming m2 untill you go down at any loop (if the loop is not taller) , knife spamming is boring for both sides. (trickster can pretty much down even a insane god survivor with almost no effort if you just follow get a couple of knifes on the survivor repeat over and over , YES , it takes time but that it you just OUTPLAYED the survivor by spamming knifes only............. good for you.

    image.png

    other than that i think his cool in terms of skin design , but his gameplay is just ....BRUH.

  • @Sluzzy said:

    I do hope you are joking.

    He shouldn't have an insane power with insane add-ons too.

    Hug tech is broken. At least they are fixing that one.

    I cant believe i agree with Sluzzy but yes some of his addons makes his basekit even more powerful at the point where it becomes more and more opressive when his basekit is already good and fun.

    double speed addons essentially gives you more distance and speed while rushing making caching people way more easy with no downsides at all. (am not saying needs a huge nerf but definetly need some kinda of tweaks like making the recharge of the power a bit more slower)

     C33 is not OP but is just "TAKE A BIG BUFF" addon , that doesnt makes sense on a killer that already is strong against holding "W".

    alch ring is just well.........just WHY?

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/325689/they-never-thought-to-add-hit-validation-for-this

    "Hit Validation to GenGrabs"

    Oh, you mean that thing where, instead of validating gen grabs, they decided to force you into a weapon swing instead, which can be dodged by the survivor, making it actually WORSE than it was before? And you don't get gengrabs like at all ever? Instead of letting you grab greedy survivors off of gens?

    That validation?

    fun fact and sad at the same time , we love autoaim into nothing XD

  • am playing this game for 3 years of nothing got better in terms of vaulting at all probably the only thing that got fixed that i remenber was the rubber back of vaulting and the laggy animations , back when dedicated servers first came out , other than that nothing got changed about vaulting in a looooooong time.

  • @IlliterateGenocide said:

    im more annoyed about getting grabbed when im halfway done from falling from a window

    thats insane bad connection of the killer or yours , but can happen , and like you said feels bad.

  • Wait untill validation for vaults came out , and you will se a lot of post defending laggy killers.

    but yeah agree with this , even while playing killers you can see those BS hits that you know shouldnt connect.

  • @MikaelaWantsYourBoon said:

    I did not see any complain about this map. Both sides are happy?

    What do you think about Garden of Joy? Balanced or not? Looks good or not?

    we need to wait and see, people always find something broken on the new maps once the updates goes live.(not everyone plays PTBs)

  • @alpaca_boyyy said:

    I’m not sure I understand the hype around this map, I personally hate is as killer, it’s okay for survivor. But I see a lot of people calling it the best map in the game. I find it so clunky to play on, especially that jungle gym with all the breakable doors, and speaking of breakable doors, why tf is there SO many. It’s pretty irritating

    breaking 1 million of the same exact walls for the map to be playable as killer is soooooo boring.

    as survivors i feel bad for any m1 killer because yeah connecting loops on this maps is so busted

    -really good map for survivors.(unless you get bad teammates that lets the killer managed to get a 3 gen on the big deadzone of the map)

    -miserable for killers except nurse or blight.

  • @Widden said:

    Stupid afk pig strategy terrorised %50 of the games. She is still annoying and not weak like most of the M1 killers. Thank devs for the listening commumity

    this was a exploit so am glad its gone.

  • @Devilishly_Rowdy said:

    Why did we receive the recent Legion buffs and slight nerfs to COH and Boil Over? It's because survivor queues kept increasing because nobody wanted to bother playing the dreadful and stressful killer role. Then the devs were like "oh damn we need killers to even have dbd". So they provided some slight buffs and nerfs to attract killer players back, but it certainly wasn't enough lol. Trust me if you want the game to be balanced and fair, just stop playing killer, when survivor queue times increase, only then will the devs be forced to balance their game and make it more fair.

    currently am taking a break for killer untill the perk updates, games are full of boons (I want the perks for finally not care about Boons for dear lord) , dead hards , gens flying in almost 4 minutes.

  • I just bring Survivor Puddings because they often suicide on hook , DC by getting outplayed , or they just genrush , making PARTYSTREAMERS OR ANNIVERSARY CAKES not worth running in my opinion.


  • QOL CHANGE

    is changing her awful hatchet hitboxes , and giving her like 115% basekit if she had no hatchets left.

    currently iri head is still strong but not broken as it used to be , and the 115% movement iri addon is Ok not insanely good but not bad either.

  • @Vetrathene said:

    As a killer main, SWF can be a problem. Instant voice communication is a massive advantage. And trying to give solo's the same information without using voice chat does not seem to be working. I say just give everyone the option in game, that way you can actually balance the game around that, knowing everyone has the same potential advantages. That way Killers can get the buffs they need, and solo survivors have the same chances as SWF.

    for custom matches 100% yes

    for normal online matches no 1000000% no

  • @Leachy_Jr said:

    No I'm not talking about the shadownerf he got in a recent update, I'm talking about the post cloak lunge speed boost. It got nerfed from 1.25s to 1s.

    Similar to the pinhead add on changes I cannot understand this nerf.

    He got a buff so he wasn't bottom tier anymore, which made him mid tier, then got nerfed back down to bottom tier?????????? Now he's barely played anymore because I really liked speed boost mindgames.

    I main wraith i have to say am not against the nerf the wraith got , for me was like whatever, the lunge before was insanely good sometimes not gonna lie, but was miserable to play against with double speed addons on top (was like forcing everyone to predrop stuff on some short loops or getting perfect stuns to compensate).

    am more upset by the fact that they nerfed wraith but blight and nurse still have waaaaay more stronger basekit powers and addons that him. (but nah lets nerf a low tier killer instead of busted killer addons like Alch ring for blight) 😐️

  • @alpaca_boyyy said:

    personally I’ll never give hatch to Claudette’s, Yui’s, Ace’s or Feng’s after too many experiences with them LMAOO

    Mikaela ...cause i hate boons.

  • @Chocolate_Cosmos said:

    Which maps are the worst maps generaly speaking for Survivors? You would put these maps into the worst tier on the tierlist if you had one.

    none.....wait maaaaaybeeeeee.....mmmmmmmmm..................well the only map i remenber being 100% worst for survivor was Old Gideon map.

    is hard to tell because of RNG.

  • @BadZilla said:

    https://us.v-cdn.net/6030815/uploads/JUP8WV7ATK3D/1.png

    https://us.v-cdn.net/6030815/uploads/DM657U7C4VV4/2.png

    First game someone gets hooked and then unhooked the killer tunnels her and she disconnects and 20 seconds later the next survivor gets downed and disconnects.. The 3rd survivor gives up and and stops for killer to die but no killer is greedy and slugs her then scans the whole map for me so I don't get hatch like only 1 gen done and killers are greeding to get 4k? even 2 survivors disconnected and 1 gave up?

    Second game is even worst a different killer same ######### someone gets hooked and unhooked and the killer is tunneling her off hook like the first game and she disconnects the I get hooked and unhooked and same thing killer is coming to tunnel me and I'm dead and imagine writing ez in post game chat when survivors are disconnecting ??

    Your whole 4 min system is a joke everyone is disconnecting every goddamn game for the tiniest inconvenience and when 1 survivor leaves then it's so difficult to do any more gens. SoloQ is hell no one is doing gens no one helps you when you get hooked and everyone disconnects often and it triggers chain effect of other disconnects .. What's my fault in all of this? killers are scummy tunneling and face camping everyone even after dc's . If swf players are toxic and god like then killers are victims but not at all try playing high mmr soloQ it's only tunnel this face camp that slug here slug there ... Do something to punish everyone that disconnects and ruins games a 4 min penalty doesn't scare anyone and it doesn't ramp up that quickly.

    Secondly I hope the new perks and updates announced will address these scummy playstyles it's 0 fun to spend the whole game face camped and tunneled.

    DBD is unfair and miserable for soloQ survivors.

    Update : 4th game so far and every killer I went against tunneled anyone that got unhooked.. and another 1 dc because he slugged. I just can't ... wow I don't want to play either role anymore yikes I'll take a break.

    because most solo Q players are awful doesnt mean the game is killer sided, by far do you think having almost 6 or 8 safe tiles connected to each other , almost on every map is fair or fun for killers? (if people gets caught that just being greedy or pretty bad at looping to be honest)

  • @GannTM said:

    You forgot to add “it’s needed against Nurse or you die in 20 seconds” which is a very fair argument.

    I agree with this but not only DH , i mean playing against a Nurse w/out not a single Exhaustion perks in general makes a huge difference.

  • @Faulds said:

    Overall, the 6th year anniversary stream promised a lot of good things coming up. I'm just a bit worried about the overhaul to meta perks. Yes, dead hard/ BT feels unfair. NOED too. But Corrupt? DS? Pain resonance? Pop? Self-care? BBQ? Ruin? I have no problem with any of them. Even if you nerf the current meta, a new one will emerge next. What should be looked at, in my opinion, is if a perk is really unfun/ unfair to go against. And many meta perks seems fine to me. But, well, i did get surprised with changes in the past... maybe it'll be the same.

    Perks like NOED or Dead hard, yes ...............nerfing selfcare is just BRUH why?

    but nerfing DS and BT is something controversial because those perks exist like a band aid for bad gameplay design! (salty people ) -->

    is a thing soo idk how they are gonna nerf this 2 perks without making tunneling even more easy for people that likes tunneling at 5 gens against even baby survivors.

    about killers Pop is fine , BBQ (perfect as it is) Ruin by itself is ok , pain resonance might need a small nerf like adding a brief cooldown for hooking because at this point feels like a better version of pop without having to kick gens.

  • @Vetrathene said:

    Every killer needs ######### map presence or they can't do ######### against a good group of survivors. If your just a ######### basic M1 killer like legion, or ghostface, or others, with no means of getting around the map, you are just climbing a ######### uphill battle. And now they are going to take away slowdown perks with some "small adjustments" to compensate for it. This game will never get it right and if you want to play any other killer besides top tier or are a god at this game, prepare to get dumpstered on.

    or what about making giant maps a bit more smaller or making giant maps to have less pallets and more (not safe)windows instead.

    is sad seeing killers that have potential to be fun and good at the same time , being killed by bad map design.

  • @PeaceNGrease said:

    I was just thinking about the exciting news from the DBD stream, all the things changing and coming soon. One of the most excited ng was obviously the revisit of RE, project W.

    I think we all assume it is quite obviously wesker given the... Information we've been getting lately (and W is kind of on the nose too) so how could someone like him work exactly? Well, there's tons of possibilities. He could have some form of super speed/ TP, he could maybe do something with injections (like some debuff/buff stuff), hell, maybe he even gets a gun?

    But what came to my mind as an extremely experimental and unique mechanic that they could possibly introduce with him is; a mastemind style. A style similar to what was seen in RE: Resistance. The killer is indirect and can watch over survivors, messing with the game by planting different zombie NPC's around the map at different points. these zombies can be directly controlled by the player, but can actually be killed/remove his control if hit by a pallet or blinded.

    The killer has to do some action, such as getting hits, breaking pallets, getting hooks, etc. In order to fill up a guage to either place more zombies or get more powerful ones. Maybe if they reach the highest tokens/progression, Wesker himself can be summoned to the ground with zombies for a short time.

    Given the last Resident Evil update probably brought with it one of the most ambitious additions to the game (AI/NPC's), I don't think it would be too far fetched for this addition of mechanics, even as a one off, to be brought in through RE.

    What are you guys hoping for with this chapter? Did you have any ideas that would be fun for a potential Wesker killer?

    more bugs for sure.....😓

  • @StarLost said:

    As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

    For me:

    Killer Changes

    • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
    • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
    • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
    • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
    • 5. BBQ & Chili BP effect added to all killers, baseline.
    • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.

    Survivor Changes

    1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
    2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
    3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
    4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
    5. We're Gonna Live Forever BP effects added baseline for all survivors.
    6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.

    Overarching changes

    1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
    2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
    3. A player endorsement system, to help reward good sportsmanship on both sides.
    4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
    5. Swamp and Badham maps reworked.
    6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.

    BT basekit as survivors (5 or 8 seconds duration)

    Corrupt Intervention basekit as killer (maybe with 40% or 25% less duration)

  • @deKlaw_04 said:

    Mine was easily the new prestige system. I like it way more than removing perk tiers. What were yours? Seriously bhvr, you guys did a great job with the stream!

    bots for sure , bots on PTBs are gonna be good (not having to wait 1 hour for getting a single game).

    Now the bots are gonna be customizable? like choosing if i want to face specific killer or survivors bots.

  • am worried about "Overzealous" is you cleanse just a totem after getting hit and hide the whole match that extra speed might get you pretty fast repair speed combined with resilience and prove thyself. (am just saying imagine that perk combined with a strong toolbox...idk 🤐)

    also You gain a 6% not 4%.

  • still no news about reworking some useless BP offerings

  • no more carry for hatch it there is one survivor left on the ground .....thats sad 🤐 but i take it.

  • @Bwsted said:

    Breakable walls incoming. Hell yeah!

    NOOOOOOOOOOOOOOOOO!!! PLS DONT!!!!

    *cries*

  • @Mileena_Kahn said:

    https://us.v-cdn.net/6030815/uploads/V5D4PI0OYUXS/9ba531a0-742b-4ede-8dde-69909771e8ce.jpeg

    People will find ANYTHING to complain about on the survivor’s side. The killers cried until COH became useless despite the perk going threw a few changes already, DS got a hard nerf thanks to killer main complaints, and now Dead Hard is probably next on the chopping block. But wait… How can the same people complaining about all of these Single perks fail to realize the killer side has things that are probably far worse that haven’t been fixed even though they’ve been BIG issues?

    HUG TECH

    SLUGGING UNTIL BLEED OUT

    ALCHEMIST RING

    BUBBA FACECAMPING

    NOED

    TUNNELING

    These are just a few I named that have been a big issue and it feels like the devs haven’t even put in an effort to address these problems.

    so are you saying that people wanting a better balance for the game is bad...alright buddy , bye.

  • @Canas said:

    Here's a little something I've prepared for tomorrow. Let's see how many of these predictions will come true.

    https://us.v-cdn.net/6030815/uploads/F21PGO95NVNR/anniversary-stream-bingosheet.png

    *printing noises*

    am ready for tomorrow now XD.

  • me neither every last Q&A streams has been just dissapointing. (excepting legion , ghostface changes and the talk about DH)

  • WILL DEAD HARD DIE TOMORROW?

    I hope soo if is nothing about Dead hard / map balance / optimization news / QoL information for solo players , them am just gonna be depressed.😪

  • "when you cancel an ongoing sabotage and get interrupted it still enters the cooldown" idk why thats a thing in the first place BHVR pls fix

  • @NateyBoi said:

    What killer do you find the most fun to go against? I have to say death slinger, his spear gun is so fun to dodge.

    -blight without addons or abusing the exploits.

    -Billy if the killer is a god (because billy is pretty weak currently and is always fun when you see somebody making insane curves around corners)

    -Legion (because am a legion main i like to use any counter that i know against any legion i go against...and see if they can outplay me).

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